Class NetworkSceneManager
Inheritance
NetworkSceneManager
Assembly: solution.dll
Syntax
public class NetworkSceneManager : IDisposable
Fields
Properties
Methods
Events
Name |
Description |
OnLoad
|
Invoked when a Load event is started by the server.
Note: The server and connected client(s) will always receive this notification.
*** Do not start new scene events within scene event notification callbacks.
|
OnLoadComplete
|
Invoked when a LoadComplete event is generated by a client or server.
Note: The server receives this message from all clients (including itself).
Each client receives their own notification sent to the server.
*** Do not start new scene events within scene event notification callbacks.
|
OnLoadEventCompleted
|
Invoked when a LoadEventCompleted event is generated by the server.
This event signifies the end of an existing Load event as it pertains
to all clients connected when the event was started. This event signifies that all clients (and server) have
finished the Load event.
Note: this is useful to know when all clients have loaded the same scene (single or additive mode)
*** Do not start new scene events within scene event notification callbacks.
|
OnSceneEvent
|
Subscribe to this event to receive all SceneEventType notifications.
For more details review over SceneEvent and SceneEventType.
Alternate Single Event Type Notification Registration Options
To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to
each notification type individually via the following events:
Note: Do not start new scene events within NetworkSceneManager scene event notification callbacks.
|
OnSynchronize
|
Invoked when a Synchronize event is started by the server
after a client is approved for connection in order to synchronize the client with the currently loaded
scenes and NetworkObjects. This event signifies the beginning of the synchronization event.
Note: The server and connected client(s) will always receive this notification.
This event is generated on a per newly connected and approved client basis.
*** Do not start new scene events within scene event notification callbacks.
|
OnSynchronizeComplete
|
Invoked when a SynchronizeComplete event is generated by a client.
Note: The server receives this message from the client, but will never generate this event for itself.
Each client receives their own notification sent to the server. This is useful to know that a client has
completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects.
*** Do not start new scene events within scene event notification callbacks.
|
OnUnload
|
Invoked when a Unload event is started by the server.
Note: The server and connected client(s) will always receive this notification.
*** Do not start new scene events within scene event notification callbacks.
|
OnUnloadComplete
|
Invoked when a UnloadComplete event is generated by a client or server.
Note: The server receives this message from all clients (including itself).
Each client receives their own notification sent to the server.
*** Do not start new scene events within scene event notification callbacks.
|
OnUnloadEventCompleted
|
Invoked when a UnloadEventCompleted event is generated by the server.
This event signifies the end of an existing Unload event as it pertains
to all clients connected when the event was started. This event signifies that all clients (and server) have
finished the Unload event.
Note: this is useful to know when all clients have unloaded a specific scene. The LoadSceneMode will
always be Additive for this event.
*** Do not start new scene events within scene event notification callbacks.
|
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